Garden of Eden

Digital representation starts and ends with superficiality.

DATE

2020

CONTEXT

Created in the Winter 2020 Worldbuilding class (DESMA 171), taught by Eddo Stern

MEDIUM

Unity 3D

PEOPLE

Zhengyang Huang  :  Game Designer

Early 2000 held a hopeful and even utopian view for the online world of Web 2.0, with Linden Lab’s simple idea of a virtual platform for ​Second Life​ and in the environment of Windows XP’s desktop background of a blissful, grassy field; both evoke the sensation of a virgin, untouched digital landscape. Garden of Eden expands on that landscape and it’s eventual destruction at the hands of the creator/controller dynamic. Garden of Eden focuses on avatar-creating as both collective and individual, where the avatar is a hybrid of similarity and difference. By collecting posts from second life forums and rewriting and re-imagining them into diaries of avatars, I try to zoom in on the discourse around creating digital representations. Digital representation starts and ends with superficiality – it starts from 3D mesh appearances and ends as selfies on a blog, from sensors to numbers and graphs, or from face detection to filtered Instagram stories. The behavior, language, and community becomes a somewhat hidden knowledge. In this process, we often act in the middle space between personal agency and the digital environment we collectively create, inhabit and post about.